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2.1 Introduction
This unit begins with the graphics workstation. It then covers the raster scan
display system with display processor and random scan display system with
display processor. It also describes the role of Video controller, Color and
grayscale levels, color look-up table and video controller in image display
and image mixing.
Objectives
At the end of this unit the student should be able to:
Understand the Graphics workstation
Understand the Raster Display System with Peripheral Display
Processor
Understand the Video Controller , Colors, Grayscale Levels.
Understand the Video Mixing, Random Scan Display Processor etc.
The fig 2.2 shows the block diagram of typical graphics station. It consists of
CPU, display processor, memory, display devices, recorder, plotter, joystick,
keyboard, light pen mouse, scanner etc, the main hardware components of
a graphics workstation are CPU and Display Processor. The display
processor is also called a graphics controller or a display coprocessor. It
makes CPU free from the graphical chores. In addition to the system
memory, a separate display processor memory area is provided in graphics
workstations. Graphics workstations have a provision to interface video
cameras and television set. The size of the display device, colors supported
by it, whether it is a raster or line drawing device are the main properties of
the graphics workstation. The graphics workstation is always supported with
graphics software. Graphics software acts as a very powerful tool to create
scenes, images, pictures and also animated pictures.
The fig 2.4 shows the internal organization of a video controller. It consists
of raster-scan generator, x and y address registers and pixel value register.
The raster-scan generator produces deflection signals that generate the
raster scan. The raster scan generator also controls the x and y address
registers which in turn define the memory location to be accessed next.
Frarne buffer locations, and the corresponding screen positions, are
referenced in Cartesian coordinates. For many graphics monitors, the
coordinate origin is defined at the lower left screen corner. The screen
surface is then represented as the first quadrant of a two-dimensional
system, with positive x values increasing to the right and positive y values
increasing from bottom to top. (On some personal computers, the
coordinate origin is referenced at the upper left comer of the screen, so the
y values are inverted.) Scan lines are then labeled from y, at the top of the
screen to 0 at the bottom. Along each scan line, screen pixel positions are
labeled from 0 to xmax. During each fetch the pixel value is read and is used
to control the intensity of the CRT beam.
Each of the three bit positions is used to control the intensity level (either on
or off) of the corresponding electron gun in an RGB monitor. The leftmost bit
controls the red gun, the middle bit controls the green gun, and the
rightmost bit controls the blue gun. Adding more bits per pixel to the frame
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Computer Graphics Unit 2
buffer increases the number of color choices. With 6 bits per pixel, 2 bits can
be used for each gun. This allows four different intensity settings for each of
the three color guns, and a total of 64 color values are available for each
screen pixel. With a resolution of 1024 by 1024, a full-color (24bit per pixel)
RGB system needs 3 megabytes of storage for the frame buffer. Color
tables are an alternate means for providing extended color capabilities to a
user without requiring large frame buffers. Lower cost personal computer
systems, in particular, often use color tables to reduce frame-buffer storage
requirements.
There are several advantages in storing color codes in a lookup table. Use
of a color table can provide a "reasonable" number of simultaneous colors
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Computer Graphics Unit 2
without requiring Iarge frame buffers. For most applications, 256 or 512
different colors are sufficient for a single picture. Also, table entries can be
changed at any time, allowing a user to be able to experiment easily with
different color combinations in a design, scene, or graph without changing
the attribute settings for the graphics data structure. In visualization and
image-processing applications, color tables are convenient means for
setting color thresholds so that all pixel values above or below a specified
threshold can be set to the same color. For these reasons, some systems
provide both capabilities for color-code storage, so that a user can elect
either to use color tables or to store color codes directly in the frame buffer.
2.7 Grayscale
With monitors that have no color capability, color functions can be used in
an application program to set the shades of gray, or grayscale, for displayed
primitives. Numeric values over the range from 0 to 1 can be used to specify
grayscale levels, which are then converted to appropriate binary codes for
storage in the raster. This allows the intensity settings to be easily adapted
to systems with differing grayscale capabilities.
Table 2.7
Table 2.7 lists the specifications for intensity codes for a four-level grayscale
system. In this example, any intensity input value near 0.33 would be stored
as the binary value 01 in the frame buffer, and pixels with this value would
be displayed as dark gray. If additional bits per pixel are available in the
frame buffer, the value of 0.33 would be mapped to the nearest level. With
3 bits per pixel, we can accommodate 8 gray levels; while 8 bits per pixel
would give us 256 shades of gray. An alternative scheme for storing the
There are two types of video mixing. In first, a graphics image is set into a
video image. Here mixing is accomplished with hardware that treats a
designated pixel value in the frame buffer as a flag to indicate that the video
signal should be shown instead of the signal from the frame buffer, normally
the designated pixel value corresponds to the background color of the frame
buffer image.
In the second type of mixing, the video image is placed on the top of the
frame buffer image. Here, whenever background color of video image
appears, the frame buffer is shown, otherwise the video image is shown.
In random scan displays, the display processor has its own instruction set
and instruction address register. Hence it is also called Display Processing
Unit ( DPU) or Graphics Controller. It performs instruction fetch, decode
and execute cycles found in any computer. To provide a flicker free display,
the display processor has to execute its program 30 to 60 times per second.
The program executed by the display processor and the graphics package
reside in the main memory. The main memory is shared by the general CPU
and the display processor.
2.10 Summary
Graphics workstation is the graphics kernel systems (GKS) for graphics
devices that can display graphical output or accept graphical input or both.
Raster Display System with Peripheral Display Processor in some graphics
systems a separate processor is used to interpret the commands in the
display file. Such a processor is known as display processor. Display
processor access the display information, processes it once during every
refresh cycle. The video controller receives the intensity information of each
pixel from frame buffer and display on the screen. Various color and
intensity-level options can be made available to a user, depending on the
capabilities and design objectives of a particular system. Video controller
provides the facility of video mixing.